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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from allaryin»

    As of 3.16.2


    As of 3.16.2, you should be able to set:

    B:GenerateLegendOaks=false

    in the general section of the config file now.


    Thank you! Headed to the download page as we speak!

    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    Is there any way to prevent the giant oak trees made of quarter oak logs from spawning? They're really messing with the look of my world. I couldn't find a config setting that stopped them.


    Also, as a bug report, it seems that gloriana vines, tiny cactus, strawberries, and leaf piles spawn even when all decorations for the appropriate biome are set to 0, and a small number of trees spawn in most biomes even with "I:<biome>.trees=0".

    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released

    I'm working on a modpack for Jam Packed 2, and Weee Flowers slots almost perfectly into my plans, except that any time I use bonemeal on grass I get a ton of flowers. I want my players to work a little bit for their farmable flowers in all the colors...


    Any chance you could provide a config option to prevent spawning flowers with bonemeal?


    I tried to remove them from the biome flower tables with BiomeTweaker to no success, although that approach does seem to work with flowers from ExtrabiomesXL, for instance. (I mention this in case it helpfully suggests other coding approaches)


    Thanks!

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    I'm really enjoying the terrain I'm seeing with this mod. One feature request, it would be great if we could set a list of acceptable biomes for spawn rescue. Basically, I want to force world spawn to be placed not just on land, but in a temperate biome. I don't really care which, just that it's something like plains or forest and not desert or ice or jungle or the like.


    Of course, the reason I ask for the more generalized form of the feature is that it would also be really cool to set large climate zones and start in the middle of a frozen wasteland and try to survive long enough to make your way out. Ummm, no pun intended.


    Doable? Doable in a timeframe allowing inclusion in a pack by May 15th? ;)

    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from MoridinIshamael
    Quote from Motionless_Shade

    how many flint does it take to make 1 gravel with that unknown mod?
    4.


    Iguana Tweaks for Tinker's Construct gives 4 gravel -> 1 flint if that config option is on, perhaps you've misremembered? I know that's present in Agrarian Skies.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from AllenWL

    You're giving up a bit of speed and a higher drop rate in exchange for automation and the freedom to do other things while you convert your blocks to resources. I'd call it a fare trade


    So much this. Even if it were fixed to a slower speed than the holding right mouse button speed of a sieve and you were somehow limited to only being able to have one, an automated sieve would be incredibly good just because it allows you to attend to other things while it produces.

    I suppose another way to go which would mirror Minecraft's core progression would be to have an upgraded sieve which gives out multiples of items affected by the Fortune enchant. Sort of like you still have to mine but you can use Fortune to make it more effective. I'm not personally a fan because while I find exploring caves rewarding in its own right even when it's no longer challenging but I need resources, I don't really feel the same way about standing around the sieve. It's an option, though.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Goreae

    Actually, if you're hammering at a standard cobblegen, the gravel will almost never go into the lava. It's some special magic that ex nihilo does that makes drops go to a nearby player.


    Yup, that's what I was saying.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Keybounce

    Automatic breaking of cobble to gravel? That's hard. Hard only because vanilla does not have a block placer.


    I feel like people often forget that your lava+water cobblestone generator gives you cobblestone in place that you can hammer directly. In fact, because of a subtle difference between hammers and picks, there's even less risk of the gravel popping into the lava with a simple setup than there is with cobblestone.

    This step is as easy with a book on the mouse button as the others. Hammering gravel down to sand and dust would require some more ingenuity though.

    So who wants to write the weak automation addon mod? It seems like there's definitely a desire for it in the mod landscape right now.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from ILoveGadgets

    Auto Sieve: This machine combines a sieve with two pistons to shake it back and forth:


    I think you're on a good track here with the piston-driven shake table. Two pistons for x- and "z"-axis shake, of course. They should be sticky pistons so they pull when they retract.

    Beyond that, I agree with other posters that you're moving well into the realm of an Ex Nihilo automation addon mod, but with a design that doesn't quite feel like ExN.

    For instance, for auto-cobble, a generic block breaker which uses the tool in its inventory on the block it's facing and leaves you to deal with what falls would feel more appropriate...you'd stick it in front of your existing lava/water cobblegen and set up a collection system and figure out a design to minimize the cobble being eaten by the lava flow.

    To get to the auto-hammer you'd just need a block placer. Of course, these two block functions are provided by a number of other tech mods you may be playing with, another argument against including in core ExN in my opinion.

    I'm partly not a fan of the free miniaturization that comes with designs like your auto-cobble, where you get to compact a 5x5-ish structure down to a single block, and as a bonus you don't have to think about fire spread.

    In fact, maybe the solution is just to cause a sieve to function as though it's been right-clicked once every time an adjacent piston pushes it, but with diminishing returns if it's pushed on the same axis as the last push. You'd get very slow automation with a single sticky piston hooked up to a redstone timer, or decent automation if you set up a more complex system to shake it around both ways. A hopper-fed dual-sieve four-piston shake table would be pretty cool, if incredibly loud. (Can sieves currently be fed by a hopper?)
    Posted in: Minecraft Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from AllenWL

    To what?

    I'd really like to know


    "The cake is a lie" is a reference to Portal, a very popular game which promises you cake as a reward for completion.
    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Dwarf_Knight

    ->aura: here comes the last one, aura is used to mainly do what?... charge wands.
    anything else? no, nothing does comes to mind...


    Half of the crafting in Thaumcraft uses vis as a component: anything made on the Arcane Workbench, and any multiblock that takes vis from your wand to complete (infernal furnace, infusion altar)

    I like where you're going both with interacting with wisps and with potentially being able to manipulate nodes.
    Posted in: Minecraft Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from Goreae

    I would say perhaps make the slime sapling a very rare drop from sieving slimedirt. The thing about slime is, it's actually rather easy to get. If you're willing to spend the time and the blocks, then you can easily get tons of slimes spawned.


    This is pretty much exactly what I was coming here to suggest: make it require a decent amount of slime up front so it's an upgrade rather than a bypass to the existing routes of getting slime. It also unlocks gelatinous slime, which is probably why people are asking.

    For those who want to be super-complete, it might not hurt to then add a recipe to either the barrel or the crucible to create liquified slime. I was thinking either add gelatinous slime to water in a barrel, or to make it cost more, melt down a block of congealed blue slime in a crucible. Either way, this would allow those who might want a pet blue slime to somehow get one, and I think carries on the "don't make it easier to obtain something already obtainable" idea.
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from HoFfNiGgA

    So I don't want to contradict your judgment for balancing but Tcon just sorta made crooked scythes look paltry with silky scythes now shearing in a 3x3.


    Silk Touch (silky or whatever) is better for making dirt, crooked is better if you're looking for saplings or silkworms. By the time you're putting either on a scythe you're not desperate for that early dirt, so you can use whichever is situationally more useful.
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from Zerokyuuni

    The same should be true of vanilla Thaumcraft tools and stuff, I believe. I really should use my newfangled magic to stick Thaum hammers into Thaum tools :/


    I think it is...but their descriptions unlock with the thaumium research...it just felt weird to spend research points to unlock a description of something I could make without the research; I feel like Thaumcraft usually has such researches unlocked from the start.

    That would work, although I can see the complaints of people not knowing they exist already. Or you could go the Magic Bees route and make it cost 1 Perditio or something. Or not worry about it. ;)
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Another minor Thaumcraft integration bug: There's a research for Thaumium Hammers which requires research, but even with it unlearned it's possible to craft a thaumium hammer from 2 sticks and 2 thaumium.
    Posted in: WIP Mods
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